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I've been trying to chase down tutorials and learn game coding on my own for years. Combing youtube, reddit boards, forums, etc to mixed and unsatisfying results.


Hands down, GDQuest "Lean to Code from Zero" is the best, all encompassing game programing and design course I've ever done. 

Just the sheer amount of information I learned about how game code works (not just in GDscript, godots native language, but across any language), has blown me away and has been invaluable at pulling back the curtains at how games are structurally put together under the hood.

One of the difficulties of learning how to be a game dev or programmer, is knowing what fundamentals you need, how to learn those fundamentals, and how to apply them and piece them together to create a complete game. 


GD quest teaches you how to do that. All of it. Start to finish. 


The method they used, making little code "toys" and prototypes, before teaching you how to apply them into larger and more complex systems, until combining them into a final project where you put a whole game together, is brilliant. Not only will the course give you step by step tutorials and detailed notes when creating small sections of code when you need it, it then teaches you the critical next step of how to assemble those sections, and how to read code, understand how it works, and how to eventually assemble those separate pieces of code into larger and larger programs until you have a game. 


At no point did I get stuck or hit a wall that wasn't a forum post or question away. The tutorials are great, the notes are great, the team was more than helpful. Absolutely outstanding. I walked into the course feeling like a dumb caveman, and I walked out feeling like a frig'n wizard. Not a great wizard, a "who gave that caveman a sorcerer's staff and taught him how to do magic! Everything is on fire now" kind of wizard, but still. The results speak for themselves.

Browsing online forums, it looks like I'm not alone. Most people never finish games. I've seen beautiful demos, that developers spent multi-years working on and then just abandoned. I asked one guy when he sent me the files to his last game (on Google drive, no less): "This is awesome! Why don't you release it? At least put it on Github?"

The prototype would be designed over the summer by our core EarthGames group, including Prof. Dargan Frierson of the Atmospheric Science department, Prof. Jessica Kaminsky from the Civil and Environmental Engineering department, lead developer Rikki Parent, a UW alumni and an experienced EarthGames programmer and artist, and at least two student employees. During the summer, this core group would get feedback on the earliest game models from UW staff. Then the 10 rough sketches of the games would be digitized by our resident game developer, Rikki Parent, and 2 to 3 hired undergraduate students over the rest of the summer. Once the Autumn quarter 2021 begins, undergraduate students in the class ATMS 495: EarthGames Studio would test all 10 prototype games while taking the class for course credit only. Another 2 to 3 undergraduates would be hired to continue building the game for a total of 5 hired students. This was the way our employee Rikki at EarthGames first learned to develop games in 2018, through a grant from CSF that funded a more experienced game developer, as well as her and other students. The importance of having an experienced designer at the start of a project is essential to its success, and once that foundation is laid, the students' own creations can flourish. During autumn quarter, we will perform several testing activities to understand how much our games help players learn about the Sustainability Action Plan.

Over the summer, two to three undergraduate students would be hired, using the funds from CSF, at 5-10 hours per week. They would help in the initial creation of the app, alongside experienced game developers. Then two to three additional students would be hired in autumn quarter, and we expect approximately 10 students to participate for course credit only in the EarthGames Studio class. From design and coding of the app, to testing effectiveness and publishing a fully functioning product, the students will take an active part in creation and testing of the games.

Professor Frierson will use the game as a class topic and assignment in his classroom for a day and will encourage other sustainability professors to do the same. A classroom setting allows multiple people to play the game and compare thoughts. We would like to have promotions in the HUB space, particularly the gaming center. The game will be promoted online using our EarthGames website ( ), as well as through multiple clubs including UW E-sports, UW gaming coalition, and the Game Dev Club at UW, and green RSOs previously highlighted in our 60 Second Sustainability game. We will post to these clubs online spaces (including Facebook, Instagram, Twitter, Discord, and Twitch), as well as hopefully have students in those clubs who are new members of EarthGames Studio. We will also post a full developer log of the game on the Discord multifunctional online chat tool, and through GitHub. This can act as a way for people to share their thoughts during the development cycle, and should anyone want to adapt the game themselves later on. Graphics can be shared, as well as code, and sources. By inviting this and future ATM S 495 classes to this Discord channel, they can see how a game is made from start to finish. We will make the code and art available under a creative commons license (CC-BY-NC-SA), so other higher educational sustainability initiatives can adapt the games for use on their campuses. We believe the CC licensing will also help with generating more impressions of the game and the Sustainability Action Plan. The game will be designed in the open source game engine Godot. e24fc04721

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